本文解决了现场机器人动态运动下动态在线估计和3轴磁力计的硬铁和软铁偏置的动态在线估计和补偿问题,利用了3轴磁力计和3轴角度的偏置测量速率传感器。所提出的磁力计和角速度偏差估计器(MAVBE)利用了对经受角速度偏移的磁力计信号的非线性处理动态的15状态过程模型,同时估计9个磁力计偏置参数和3个角速率传感器偏置参数,在扩展卡尔曼过滤器框架。偏置参数局部可操作性在数值评估。偏置补偿信号与3轴加速度计信号一起用于估计偏置补偿磁力大地测量标题。与Chesapeake Bay,MD,MD,MD,MD,MD,MD,MD,MD,MD的数值模拟,实验室实验和全规模场试验中,评估了所提出的MAVBE方法的性能。对于所提出的Mavbe,(i)仪器态度不需要估计偏差,结果表明(ii)偏差是本地可观察的,(iii)偏差估计迅速收敛到真正的偏置参数,(iv)仅适用于适度的仪器偏压估计收敛需要激发,并且(v)对磁力计硬铁和柔软铁偏差的补偿显着提高了动态前线估计精度。
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When robots learn reward functions using high capacity models that take raw state directly as input, they need to both learn a representation for what matters in the task -- the task ``features" -- as well as how to combine these features into a single objective. If they try to do both at once from input designed to teach the full reward function, it is easy to end up with a representation that contains spurious correlations in the data, which fails to generalize to new settings. Instead, our ultimate goal is to enable robots to identify and isolate the causal features that people actually care about and use when they represent states and behavior. Our idea is that we can tune into this representation by asking users what behaviors they consider similar: behaviors will be similar if the features that matter are similar, even if low-level behavior is different; conversely, behaviors will be different if even one of the features that matter differs. This, in turn, is what enables the robot to disambiguate between what needs to go into the representation versus what is spurious, as well as what aspects of behavior can be compressed together versus not. The notion of learning representations based on similarity has a nice parallel in contrastive learning, a self-supervised representation learning technique that maps visually similar data points to similar embeddings, where similarity is defined by a designer through data augmentation heuristics. By contrast, in order to learn the representations that people use, so we can learn their preferences and objectives, we use their definition of similarity. In simulation as well as in a user study, we show that learning through such similarity queries leads to representations that, while far from perfect, are indeed more generalizable than self-supervised and task-input alternatives.
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We introduce Patch Aligned Contrastive Learning (PACL), a modified compatibility function for CLIP's contrastive loss, intending to train an alignment between the patch tokens of the vision encoder and the CLS token of the text encoder. With such an alignment, a model can identify regions of an image corresponding to a given text input, and therefore transfer seamlessly to the task of open vocabulary semantic segmentation without requiring any segmentation annotations during training. Using pre-trained CLIP encoders with PACL, we are able to set the state-of-the-art on the task of open vocabulary zero-shot segmentation on 4 different segmentation benchmarks: Pascal VOC, Pascal Context, COCO Stuff and ADE20K. Furthermore, we show that PACL is also applicable to image-level predictions and when used with a CLIP backbone, provides a general improvement in zero-shot classification accuracy compared to CLIP, across a suite of 12 image classification datasets.
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在图像分类中,在检测分布(OOD)数据时发生了许多发展。但是,大多数OOD检测方法是在一组标准数据集上评估的,该数据集与培训数据任意不同。没有明确的定义``好的''ood数据集。此外,最先进的OOD检测方法已经在这些标准基准上取得了几乎完美的结果。在本文中,我们定义了2类OOD数据使用与分布(ID)数据的感知/视觉和语义相似性的微妙概念。我们将附近的OOD样本定义为感知上相似但语义上与ID样本的不同,并将样本转移为视觉上不同但在语义上与ID相似的点数据。然后,我们提出了一个基于GAN的框架,用于从这两个类别中生成OOD样品,给定一个ID数据集。通过有关MNIST,CIFAR-10/100和Imagenet的广泛实验,我们表明A)在常规基准上表现出色的ART OOD检测方法对我们提出的基准测试的稳健性明显较小。 N基准测试,反之亦然,因此表明甚至可能不需要单独的OOD集来可靠地评估OOD检测中的性能。
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The remarkable success of deep learning in various domains relies on the availability of large-scale annotated datasets. However, obtaining annotations is expensive and requires great effort, which is especially challenging for videos. Moreover, the use of human-generated annotations leads to models with biased learning and poor domain generalization and robustness. As an alternative, self-supervised learning provides a way for representation learning which does not require annotations and has shown promise in both image and video domains. Different from the image domain, learning video representations are more challenging due to the temporal dimension, bringing in motion and other environmental dynamics. This also provides opportunities for video-exclusive ideas that advance self-supervised learning in the video and multimodal domain. In this survey, we provide a review of existing approaches on self-supervised learning focusing on the video domain. We summarize these methods into four different categories based on their learning objectives: 1) pretext tasks, 2) generative learning, 3) contrastive learning, and 4) cross-modal agreement. We further introduce the commonly used datasets, downstream evaluation tasks, insights into the limitations of existing works, and the potential future directions in this area.
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毒性言论,也被称为仇恨言论,被认为是今天批评在线社交媒体的重要问题之一。最近关于有毒语音检测的工作受到文本的模型,没有现有的毒性检测从口语中的出口检测。在本文中,我们提出了一种从口语中检测毒性的新口语处理任务。我们介绍了排毒,这是英语演讲的第一个公开的毒性注释数据集,来自各种公开可用的语音数据库,包括超过200万个话语。最后,我们还提供了对毒性注释的语音语料库的分析可以帮助促进E2E模型的发展,更好地捕获语音中的各种韵律线索,从而提高了口语的毒性分类。
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给定来自动态图的图形边缘,我们如何以在线方式将异常得分分配给边缘和子图,以便使用恒定的时间和内存来检测异常行为?例如,在入侵检测中,现有工作试图检测异常的边缘或异常子图,但并非两者兼而有之。在本文中,我们首先将Count-Min草图数据结构扩展到高阶草图。该高阶草图具有保留密集的子图结构的有用属性(输入中的密集子图转换为数据结构中的密集子膜)。然后,我们提出了4种利用这种增强数据结构的在线算法,该算法(a)检测边缘和图异常; (b)在恒定内存和每个新到达边缘的恒定内存和恒定更新时间中处理每个边缘,并且; (c)在4个现实世界数据集上优于最先进的基线。我们的方法是第一种流媒体方法,该方法结合了密集的子图搜索以在恒定内存和时间中检测图形异常。
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许多生物,包括各种种类的蜘蛛和毛毛虫,都会改变其形状以切换步态并适应不同的环境。从可拉伸电路到高度变形的软机器人,最近的技术进步已经开始使变化的机器人成为可能。但是,目前尚不清楚应如何以及何时发生变化以及可以获得哪些功能,从而导致各种未解决的设计和控制问题。为了开始解决这些问题,我们在这里模拟,设计和构建一个软机器人,该机器人利用形状变化来在平坦和倾斜的表面上实现运动。在模拟中对该机器人进行建模,我们在两个环境中探索了它的功能,并证明了特定于环境特定形状和步态的存在,这些形状和步态成功地转移到了物理硬件中。我们发现,改变形状的机器人在模拟和现实中比等效但不正确的机器人更好地遍历这些环境。
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Designing experiments often requires balancing between learning about the true treatment effects and earning from allocating more samples to the superior treatment. While optimal algorithms for the Multi-Armed Bandit Problem (MABP) provide allocation policies that optimally balance learning and earning, they tend to be computationally expensive. The Gittins Index (GI) is a solution to the MABP that can simultaneously attain optimality and computationally efficiency goals, and it has been recently used in experiments with Bernoulli and Gaussian rewards. For the first time, we present a modification of the GI rule that can be used in experiments with exponentially-distributed rewards. We report its performance in simulated 2- armed and 3-armed experiments. Compared to traditional non-adaptive designs, our novel GI modified design shows operating characteristics comparable in learning (e.g. statistical power) but substantially better in earning (e.g. direct benefits). This illustrates the potential that designs using a GI approach to allocate participants have to improve participant benefits, increase efficiencies, and reduce experimental costs in adaptive multi-armed experiments with exponential rewards.
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Quadruped robots are currently used in industrial robotics as mechanical aid to automate several routine tasks. However, presently, the usage of such a robot in a domestic setting is still very much a part of the research. This paper discusses the understanding and virtual simulation of such a robot capable of detecting and understanding human emotions, generating its gait, and responding via sounds and expression on a screen. To this end, we use a combination of reinforcement learning and software engineering concepts to simulate a quadruped robot that can understand emotions, navigate through various terrains and detect sound sources, and respond to emotions using audio-visual feedback. This paper aims to establish the framework of simulating a quadruped robot that is emotionally intelligent and can primarily respond to audio-visual stimuli using motor or audio response. The emotion detection from the speech was not as performant as ERANNs or Zeta Policy learning, still managing an accuracy of 63.5%. The video emotion detection system produced results that are almost at par with the state of the art, with an accuracy of 99.66%. Due to its "on-policy" learning process, the PPO algorithm was extremely rapid to learn, allowing the simulated dog to demonstrate a remarkably seamless gait across the different cadences and variations. This enabled the quadruped robot to respond to generated stimuli, allowing us to conclude that it functions as predicted and satisfies the aim of this work.
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